The Grasshopper: Games, Life and Utopia


Bernard Suits - 1978
    "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.

Six Easy Pieces / Six Not-So-Easy Pieces


Richard P. Feynman - 2001
    Written for a general audience and keeping both technical language and mathematics to a minimum, Feynman introduces the basics of physics, atoms, energy, gravitation, quantum force, and the relationship of physics to other subjects.

Hamlet's Hit Points


Robin D. Laws - 2010
    You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.

Minecraft for Dummies


Jacob Cordeiro - 2013
    With this fun and friendly beginners guide, you will quickly grasp how to play Minecraft in the three modes of game play: survival, creative, and hardcore. The easy-to-understand writing style walks you through every step of the way, from downloading the game to choosing a gaming platform to defending your creations against monsters and winning the game by defeating the Ender Dragon.Explains how to use blocks to build amazing creations and engage in gameplay with other players Details techniques for travelling across the biomes Zeroes in on playing wisely in Survival mode so you can acquire resources to maintain your health and hunger Shares tips for playing carefully in Creative mode, using your unlimited supply of resources, the ability to fly, and more Helps you play in Hardcore mode Minecraft For Dummies, Portable Edition goes where you go as you create a world you won't want to leave!

The Case for Islamo-Christian Civilization


Richard W. Bulliet - 2004
    Pre-eminent Middle East scholar Richard W. Bulliet disagrees, and in this fresh, provocative book he looks beneath the rhetoric of hatred and misunderstanding to challenge prevailing--and misleading--views of Islamic history and a "clash of civilizations." These sibling societies begin at the same time, go through the same developmental stages, and confront the same internal challenges. Yet as Christianity grows rich and powerful and less central to everyday life, Islam finds success around the globe but falls behind in wealth and power.Modernization in the nineteenth century brings in secular forces that marginalize religion in political and public life. In the Christian world, this simply furthers a process that had already begun. In the Middle East this gives rise to the tyrannical governments that continue to dominate. Bulliet argues that beginning in the 1950s American policymakers misread the Muslim world and, instead of focusing on the growing discontent against the unpopular governments, saw only a forum for liberal, democratic reforms within those governments. By fostering slogans like "clash of civilizations" and "what went wrong," Americans to this day continue to misread the Muslim world and to miss the opportunity to focus on common ground for building lasting peace. This book offers a fresh perspective on U.S.-Muslim relations and provides the intellectual groundwork upon which to help build a peaceful and democratic future in the Muslim world.

Philosophy and Simulation: The Emergence of Synthetic Reason


Manuel DeLanda - 2002
    Simulations allow us to stage actual interactions among a population of agents and to observe the emergent wholes that result from those interactions. Simulations have become as important as mathematical models in theoretical science. As computer power and memory have become cheaper they have migrated to the desktop, where they now play the role that small-scale experiments used to play. A philosophical examination of the epistemology of simulations is needed to cement this new role, underlining the consequences that simulations may have for materialist philosophy itself. This remarkably clear philosophical discussion of a rapidly growing field, from a thinker at the forefront of research at the interface of science and the humanities, is a must-read for anyone interested in the philosophy of technology and the philosophy of science at all levels.

The Fourth Paradigm: Data-Intensive Scientific Discovery


Tony Hey - 2009
    Increasingly, scientific breakthroughs will be powered by advanced computing capabilities that help researchers manipulate and explore massive datasets. The speed at which any given scientific discipline advances will depend on how well its researchers collaborate with one another, and with technologists, in areas of eScience such as databases, workflow management, visualization, and cloud-computing technologies. This collection of essays expands on the vision of pioneering computer scientist Jim Gray for a new, fourth paradigm of discovery based on data-intensive science and offers insights into how it can be fully realized.

Kobold Guide to Worldbuilding (Kobold Guides to Game Design)


Janna SilversteinMichael A. Stackpole - 2012
    It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.Take that creative leap, and create dazzling worlds of your own!Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.

The Future of Religion


Richard Rorty - 2000
    The challenges they put forward extend beyond philosophy and entail a reconsideration of the foundations of belief in God and the religious life. They urge that the rejection of metaphysical truth does not necessitate the death of religion; instead it opens new ways of imagining what it is to be religious—ways that emphasize charity, solidarity, and irony. This unique collaboration, which includes a dialogue between the two philosophers, is notable not only for its fusion of pragmatism (Rorty) and hermeneutics (Vattimo) but also for its recognition of the limits of both traditional religious belief and modern secularism.In "Anticlericalism and Atheism" Rorty discusses Vattimo's work Belief and argues that the end of metaphysics paves the way for an anti-essentialist religion. Rorty's conception of religion, determined by private motives, is designed to produce the gospel's promise that henceforth God will not consider humanity as a servant but as a friend. In "The Age of Interpretation," Vattimo, who is both a devout Catholic and a frequent critic of the church, explores the surprising congruence between Christianity and hermeneutics in light of the dissolution of metaphysical truth. As in hermeneutics, interpretation is central to Christianity, which introduced the world to the principle of interiority, dissolving the experience of objective reality into "listening to and interpreting messages." The lively dialogue that concludes this volume, moderated and edited by Santiago Zabala, analyzes the future of religion together with the political, social, and historical aspects that characterize our contemporary postmodern, postmetaphysical, and post-Christian world.

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

Twisty Little Passages: An Approach to Interactive Fiction


Nick Montfort - 2003
    Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

BioShock Infinite: Mind in Revolt


Joe Fielder - 2013
    Printed in full color, this hardcover book is bound in faux-leather paper and stamped with the official seal of the Comstock House Re-Education Center. Featuring artwork by Jorge Lacera and Zoe Brookes, approximately 48 pages long and decorated with concept art as well as inked illustrations, Mind in Revolt is a true artifact of Columbia. **

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Research Methods and Statistics in Psychology


Hugh Coolican - 1990
    The book assumes no prior knowledge, taking the student through every stage of their research project in manageable steps. Advice on planning and conducting studies, analyzing data, and writing up practical reports is given, and examples are provided, as well as advice on how to report results in conventional (APA) style. Unlike other introductory texts, there is practical guidance on qualitative research, as well as discussion of issues of bias, interpretation, and variance. Content on qualitative methods has been expanded for the fifth edition and now includes additional material on widely used methods, such as grounded theory, thematic analysis, interpretive phenomenological analysis (IPA), and discourse analysis. The book provides clear coverage of statistical procedures, and includes everything needed at an undergraduate level from nominal level tests, to multi-factorial ANOVA designs, multiple regression, and log linear analysis. In addition, the book provides detailed and illustrated SPSS textbook. Each chapter contains a self-test glossary, key terms, and exercises, ensuring that key concepts have been understood. Students are further supported. Students are further supported by an accompanying website that provides additional exercises, revision flash cards, links to further reading, and data for use with SPSS. The website will also include updated coverage of SPSS should a new version be launched. The bestselling research methods text for over a decade, Research Methods and Statistics in Psychology remains an invaluable resource for students of psychology throughout their studies.